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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Err ok, I have to fix up some files in it, it's gone back to missing the inventory textures! lol.
I'll get it fixed asap. EDIT: In Carcasses.xml <flat_image>smilodonTS</flat_image> Needs to become <flat_image>smilodon_templar</flat_image> Changed the Zip. Edit again: "I've been poking around different scripts" Yeah I'm still mostly working from that Valky post and the help I've managed to get here. Haha. What sucks is that I'm going to add in a new Dragon T now, so I might have to do this rush again. ![]() Last edited by StarShatter; 06-07-2010 at 09:30 AM. |
#2
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hi
maybe someone can make a extra theard with downloadable content???? then we can find everything what u guys make for us simple people without lua knowledge ![]() |
#3
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Haha. It's not to hard to learn
![]() But at the moment, many of the mods overwrite the same files. So you'd only be able to simply use one mod at a time. Perhaps notepad++ or notepad2 can auto text stuff into the files? I'm mostly just adding semi-balanced (Since they're endgame ships, they're by nature very powerful, and expensive) Templar styled ships atm. So if anyone likes they can incorporate it to their mods. |
#4
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I don't have much LUA knowledge either (and that lolgoogletranslation of the Russian SW2 guide is hard to understand), I'm doing it like these guys are: editing the stuff which we think should do what it says it does, and then testing. And testing.
Missile stuff hardly overlaps anything so you should be able to throw my mod together with any other mod; the most likely collisions would be in Modules.xml if the other mod changes ship items (guns, systems, anything actually). m_modules.loc too but as those are descriptions it's no big deal (maybe confusion due to incorrect text). I'm still looking around PFX, there's some interesting stuff in those folders. Like if you want different coloured bullets, rail gun effects. |
#5
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You don't have to change any original "loc" file. Just create your own loc file and put it in ../LocData/English folder. Engine checks all these files when searching for linked text.
The same goes for script files but you have to place path to your own script file inside ../Data/Scripts/system.lst file. |
#6
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@Goblin Wizard:
That does explain why the game was choking on the backups if I left them in the same folder as the originals. Don't we need to edit any include scripts though? I'll try this when i get back, gotta go eat. @StarShatter: You mean changing the colours on the existing textures so they stand out better? Up to you, but I don't really have a problem with the existing ones. |
#7
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It depends what you want to do. In most cases you put name of the function, you want to execute, in the original script file. The function itself is inside your own script file. Check my mod. There is "gw.script" where I keep all my functions. It easier because if something goes wrong you have to check only one file.
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#8
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I tried playing with Create_flight_2 and ShipDescriptions to add in my ship to Templar fleets didn't work to well. Think I'll drop that idea for a while...
The ships just vanished from the groups haha, might have had to start a new game to get it to effect. Alternatively might have been because I was in easy mode. ![]() Dragon texture is scary, it's brown and it's scary! ![]() What do you think about making the blue lines and or silvery metal on the ships shinier? Or maybe just the cockpit screen? |
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